View Full Version : sleepy's Dark Heresy campaign journal

2015-02-02, 10:52 PM
mods: this is the forum for this, yes? if not move away

Ok so here we go. I'm running a 1e Dark Heresy game, in which two small groups are, at least initially, involved in the same plot. Group 1 has played 2 sessions, the first of which was largely introductory. Group 2 is scheduled to play their first game session soon, but their main character creation session has happened.

So here we go. Let me know what you guys think! G1 Session 2 hasn't been typed up yet... I'm planning to do that from my notes tomorrow. I'll reply to the thread as the OP is updated.


-Akadia Strongam, forgeworld assassin. A Machine Cult-brand religious zealot, although not (yet?) questioning of the vaguearies seperating the Omnissiah from the Emperor. Previously a manufactorum labourer. Called to inquisitorial service after her independant and summary execution of a forge supervisor caught befouling a ritual of maintenance, thereby preventing a major explosion and unknowingly saving the lives of an entire factory floor.
-Hercule, feral world psyker. Undoubtedly the party's practical realist (reality-warping extradimensional powers notwithstanding). Previously a pirate from a blackpowder-era seafaring planet, he comes complete with french-canadian pirate accent. Called to inquisitorial service due to experiences during his sanctioning as an Imperial psyker, which, despite costing him his teeth, convinced him that the Emperor of Mankind is "a pretty good guy."
-Frakk Lazerus, voidborn tech-priest. As a lifelong adherant to the Machine, Frakk is appropriately detatched. Previously resident to and responsible for maintaince abord an Imperial warship, Frakk is now long years distant from his training on Mars. Called to inquisitorial service due to his history as a reliable servant of the Imperium and his specific suitability to an investigation of tech-heresy.

-Inquisitor Gurustav. Though yet to reveal himself in person, it is under his authority that the PCs have been extended the mandate of the Inquisition.
-Scribe Calthais, personal secretary to Inquisitor Gurustav. As Gurustav's trusted advisor and administrator, Calthais acts as handler to the PCs, and has provided their mission and resources.
-Raoul Duke, mid-level machine priest. Mysterious point of contact on Daltharel for the PCs' mission. Not yet located.


Sessions - group 1

session 1
**note: This session was largely introductory, and a little short for time. It was also some months ago and I didn't keep detailed notes. Apologies for the brevity. Or, maybe you're welcome for that.**
Our session begins abord a tiny, unmarked deep space personel holding facility. It is incredibly tiny, and pronouncedly empty. The PCs, who have been politely but sternly placed onto long range transports from their homeworlds by their local authorities with very little explaination (those questioned explain uncomfortably that the security clearance is way out of their pay grade), arrive one by one before being transferred into the facility and left behind.
There are no guards or staff, the facility seems well appointed, and access to the facility's computer systems is available (although the user consoles lack the permissions to modify critical systems). As this represents the party meeting for the first time, some gametime is spent roleplaying amongst each other; I explain that the characters will be sharing space alone with each other for several days, and ask each player to tell a tale from the past of their PC to the others... the sort of thing someone would share with strangers they're sharing circumstance with. This helps the players get into character and proves to be a fun introductory roleplaying exercise; everyone dips their toes into a little RP and the characters all get a little familiar with each other as a result. The PCs each share part of their backstory; Frakk discusses the warship he left behind, Hercule explains his wooden teeth date back to his Soul Binding, when his own teeth were lost during his sanctioning, and Akadia asserts acceptance of whatever righteous fate awaits her (without revealing that by all appearances, she is here due to committing a murder). In addition to talking about themselves, the PCs are (unsurprisingly) very interested in discussing what exactly they might be doing out here, apparently selected specifically by the Emperor knows what, taken from their lives, flown into space, and left alone, the better part of a lightyear from anything.
After several days pass in game, eventually Frakk notices through a viewport that the stars are winking out against the black of space. The party's attention is called, and the group is able to watch the shadow of a small ship approach the station. They are also observant enough to note that, despite it's obvious presence, the ship doesn't seem to register on the station's sensors. Hercule reaches out with his psychic abilities, and is able to sense nine souls aboard the oncoming ship: seven obescient minds and two with authority. Drawing on his familiarity with Imperial vessels, Frakk is able to confirm the approaching ship's architecture to be of human origin, and eventually to read the vessel's name (Lysithea) on the prow. Akadia folds her hands and awaits judgement.
Upon docking, the airlock opens and four uniformed soldiers enter from the Lysithea. The PCs fail to recognize the highly specialized uniform. They are invited to follow the soldiers aboard the Lysithea and, assured that questions will be answered momentarily, they do so. Lysithea undocks immediately upon their boarding.
Once on board, the party are lead into an exceptionally well furnished study, containing a large desk heaped high with parchment and a very busy man behind it. They note his simple scrivinor's robes are of superior cut and cloth, and that the mechadendrite implants in his fingers are of exceptional quality. Two of his soldiers depart at a nod, and the man introduces himself as Calthais, scribe and secretary to the honourable Inquisitor Gurustav. In an apparent adherance to beaurocratic protocol, Calthais asks if there is anything he can get them before they begin, and in an apparent display of unfamiliarity with beaurocracy Hercule asks for a sandwich. Calthais is unfazed, and with a slight nod to one of the door guards, the conversation to follow is set against a backdrop of efficient military types causing a table of light refreshments to appear along the wall. Calthais then disengages a heavy steel stasis case from the drawer of his desk, sets aside several high stacks of parchment, and, with a hiss of escaping vapour, invites the party to examine the contents of the case.
Inside is an artifact proving heresy of the highest order: an attempt to introduce the biological into machine. The item within is a component of what is clearly a much larger device, purpose unknown, but demonstrating beyond doubt that the device to which it belongs could only be created by violating the highest precepts of the Machine Cult. Calthais explains that the stasis case arrived very unexpectedly and quite without explaination to one of Gurustav's classified recieving addresses, from a planet called Daltharel, sent by one Raoul Duke, of whom Calthais had never heard before. Planetary records identify Raoul Duke as a mid-level member of the planetary Mechanicus presence, responsible for water processing systems servicing the planet's hive-city. No internal Inquisitorial sources seemed to have additional files on this Raoul Duke. As a consequence, both his apparent access to Inquisitor Gurustav's highly confidential recieving addresses, and his ability to transport such a highly illegal item off-planet through supposedly rigorous constraints, is intensely worrisome. Consequently, the team is to be dispatched to Daltharel immediately with a twofold mission: find and interrogate Raoul Duke, and determine (and if possible eliminate) the source of the heretical artifact.
Predictably, the PCs have a series of questions, especially about Daltharel. They learn that the planet is largely a desert, with only two major centers of population: one hive-city, and one detatched Mechanicus research facility of unknown nature. The planet is also sparsely populated with nomadic desert tribesmen, whose main income beyond subsistance herding is sale of desert salvage - broken or ancient pieces of technology recovered from the deep desert, for which there seems to be a market within the hive. They also learn that within the hive, access to economic participation, public services, many areas, etc is tracked based upon identity papers. Calthais is unable to modify the planetary identity database undetected, but is insistant that their recent arrival on-planet should not be generally announced by procuring visitor identification through the usual channels. Consequently, they will arrive on Daltharel via undocumented orbital insertion capsule, launched from the stealthy Lysithea, but regrettably without citizen identification. While unable to provide planetary ID, Calthais does offer the PCs access to items from the ship's armoury and whatever else can be reasonably produced to aid them in their mission. In addition to weapons, armour, and utility equipment (eg lengths of chain), the PCs opt to pose as desert dwellers (who, as non-residents of the hive, do not normally posess identification) and recieve appropriate clothing disguises. They also request a piece of broken technology to sell within the hive as "found in the desert"; Calthais destroys one of his own devices in order to provide the appropriate parts.
After a fair time pillaging the Lysithea's armoury, the PC's are loaded into an orbital insertion capsule with their new gear, the disguises and broken technology, the artifact's stasis case, and are launched toward Daltharel. As the fires of atmospheric re-entry fill their view-ports, session 1 adjourns.

Sessions - group 2